Junior Member
I like this style of level with a wacky usage of move triggers without making it obnoxious to watch and play, it strangely flows really well, and it also has great gameplay, really impressive for 2.0. The wave at the drop really feels like you're "Exploring the Space", my issue with the level is that it doesn't really executes the space theme well, only from the wave and onward the creator made a slightly well executed theme. Still not space enough
What a phenomenal creation! Such a hidden gem i found in the sent tab recently, and i wanted to share my opinion about the level in this website
Surprisingly fun and good gameplay that you wouldn't expect from a 6/7 star. Constant movement of the icon being thrown around the screen without much player input, it's honestly satisfying to watch and play.
I have seen some people comparing the structuring and gameplay of this level with Rafer's creations. I can see the similarities, but in my opinion i just think both creators can make a good usage of slopes. Also, i like the little symmetrical slope structures in the wave part, nice little touch.
The visuals are impressing, probably the best execution of design decoration i have seen in a long time. Overall, this is one of those levels where i could easily see myself replaying it on the future.
I wasn't putting too much faith on this level at first, but it surprised me, in a good way.
Paper Rings reminds me a lot of old early-2.1 levels, especially the ones made by lemons (but with good gameplay this time), it's a bit nostalgic seeing these types of levels growing in popularity recently, i hope it's a trend that stays.
I don't have that many things to comment on the gameplay. It works well, just like your usual easy demon gameplay, it doesn't have any notable issues, it's only a basic type of gamplay with some cool sync i guess.
My favorite part is the ending cube/robot at the end, the platforms moving in a "low-fps" type of thing are nice to see, and the floating blocks and some structure details slowly turning into black with a sudden glitch is a nice touch.
Oh boy, this had so much potential to be a great level, but unfortunately was ruined for it's unpolished gameplay.
Let's start with the visuals. And honestly, I'm a big fan of them. Yes, they're very amateurish and cluttered, but they have something charming on it, I can't really point where. The song representation is actually quite nice, especially on the wavy ufo, my favorite part on the level gameplay and decoration wise.
Speaking of the gameplay... I can see why someone could enjoy this, but it's just not for me. I like the corridor idea, but the hard wave gaps are annoying to play, also they're followed by small straight fly afterwards, which makes it even more chokepoint-ish than it should. The ufo doesn't have that many problems honestly, i like the sudden changes of gravity and the way that the ufo moviments on the screen. The ending ball is meh, can't really talk a lot about that
Wacky old gem. I feel like this was one of the perfect examples of how the dual gameplay should've been used on difficult levels at the time. It has very crazy and creative duals for it's time, and also some charming "raw" decoration following it. my biggest issue with this level is it's lack of a good balancing, the dual ship was an annoying roadblock for my expirence, the last dual unnecessary confusing, i had to watch an old Stormfly video to learn how to play that part, and don't get me started on the wave, that thing is brtual. Seriously. Overall, it's a great level if consider this was created on late-1.8/early-1.9, but be prepared for these chokepoints that are expected for older levels like this.
Hyperbolus uses cookies and local browser storage to enable basic functionality of the site. If we make any changes to these options we will ask for your consent again.
sorry about this gang